Inniaz, the Gale Force
Political theft as a combat trigger, which is a stranger axis than the flying-tribal shell around it suggests. The anthem half is straightforward: pay to pump your attacking fliers and push damage through. The second ability is where the design earns its keep, and it does so by tying a group-hug-adjacent mechanic to an aggressive requirement. Assemble three or more attacking fliers and every player, not just you, steals a nonland permanent from the neighbor on their right, with you choosing what each one takes. That rotational give-and-take is the wrinkle: it hands your opponents theft too, which lets the effect masquerade as symmetrical while you sculpt every outcome. You pick the permanents, so in one attack step you can saddle a rival with a liability, pull a threat off the player who most needs to lose it, and drag the piece you actually want into your own hand of control. Note the threshold is flat, not cumulative: crossing three fliers fires the ability once, and a wider swing does not deepen the heist, so the incentive is to meet the quota reliably every turn rather than overcommit into it. The 4/4 flying body only clears a third of that bar by itself, which makes the trigger a deckbuilding contract rather than a freebie; it wants a board of small spirits, drakes, and tokens keeping the give-and-take firing. The "player to their right" clause turns table geometry into a resource: seating order becomes a variable you plan around rather than an accident of where you sat down.
